Image processor and game device with image processor

ABSTRACT

An image processor for achieving an effective image processing when realizing a play simulating a reality such as a fighting game. A data processor comprises a display  3   a , a control panel  4   a , a speaker  11   a  and a speaker  11   a  and a game processing board  10   a . Fighters C 1  and C 2  are displayed on the display  3   a . When the joy sticks  41   am  and  41   ah  of the control panel  4   a  are operated, the operating data is input to the game processing board  10   a . The game processing board  10   a  performs an image processing of the fighters C 1  and C 2  based on the operating signal, forms video signals based on the image processed result and displays them on the display  3   a  as the fighters C 1  and C 2 . The game processing board  10   a  realizes a polygon forming means so that the head of the fighter C 2  is constituted of a minimum number of polygons, and increases the number of polygons of the head when the part of a display member composed of a minimum number of polygons is transformed and displayed.

FIELD OF THE INVENTION

The present invention relates to an image processor and a game deviceprovided with this image processor, and more particularly to an imageprocessor for carrying out an image processing for a game such as afighting game and a game device for carrying out this game.

BACKGROUND ART

With the development of recent computer graphic technique, imageprocessors such as game devices or simulation devices have been commonlyand widely popularized. For example, the game devices includeperipherals (peripheral equipments) such as a joy stick (an operatingrod), a button, a monitor, etc., and a game device main body forexecuting a data communication with the peripherals, an imageprocessing, an acoustic processing and the like. Since the imageprocessing plays an extremely important role to improve the value ofgoods, a technique for reproducing animated images also has beenrecently improved to obtain a high definition.

As an example of the game devices, “Title Fight (trade mark) produced bySega Enterprises Co. Ltd.” has been known. In this game device, acharacter (fighter) is constituted of a sprite (a picture) and abackground or the like is constituted of a scroll image plane.

However, in the case of the above mentioned example, the image plane ofa character or the like cannot be represented by changing a viewpoint.Thus, recently, a three-dimensional form has been composed of aplurality of polygons and a texture (pattern) has been mapped on thepolygons so that the character can be displayed even when it is viewedfrom a predetermined viewpoint.

As an example of the devices as mentioned above, there has been known aTV game device (For example, a fighting game of “Virtual Fighter (TM)”produced by Sega Enterprises Co., Ltd.) in which a picture is drawnusing polygon data obtained by applying a texture mapping process to athree-dimensional character, a special background part which requires amovement meeting the movement of the character or the change of aviewpoint is also drawn using polygon data with a texture and abackground except the above described background is drawn by a scrollimage plane. In this case, the coordinate transformation and perspectivetransformation of the polygon data with texture which forms thecharacter and a special part of its background are carried out dependingon the movement of the character or the change of a viewpoint and apicture is drawn for every frame.

Thus, the character (for example, the above described fighter) and aspecial part of the image plane of the background (for example, a ringfor the above described fighter) closely connected with the movement ofthe character can be more three-dimensionally represented when viewedfrom a predetermined viewpoint than a case in which the character isconstituted of a sprite or a scroll image plane.

In the image processor such as the above mentioned conventional TV gamedevice, the coordinate transformation for every frame following themovement of the character or the change of a point of view and thethroughput of texture mapped data have been enormously increased.Accordingly, the computing load of the CPU of a data processor main bodysuch as a TV game device main body has been extremely increased. Inorder to cope with the increase of the computing load, a CPU having ahigh computing capacity has been required, which has caused a productioncost to be raised.

Thus, when a CPU having a tolerable processing capability is used andimage data is to be processed at rather high speed, for example thenumber of characters or the amount of processing of texture mappingneeds to be limited. Therefore, the degree of freedom of manufacturingsoftware is suppressed and it becomes difficult to improve an imagequality.

Further, since the degree of freedom in manufacturing has beensuppressed, the amusement of a game has been inconveniently andinsufficiently expressed.

As a result, in the conventional game device using a polygon, it hasbeen attempted to limit the number of polygons which can be used when animage processing program is created, while using a CPU having atolerable capacity in order to solve the above mentioned problems. Inthe conventional example, it has been taken into consideration that morepolygons are allocated to a part of a display member composed ofpolygons, for example, a desired part such as an entire character or thehead of the character and the number of polygons of other parts islimited so as to effectively employ the number of polygons. However,according to the conventional technique, since the number of polygons ofa part to which more polygons are allocated has been maintained as theyare in all image processes, it has been impossible to always effectivelyemploy the number of polygons.

Further, according to the conventional game device, since an operatingmechanism is actuated so that the movement of a fighter is controlled,it is sometimes decided that a high score is obtained relative to arival fighter only by frequently and indiscriminately operating theoperating mechanism. Consequently, a state different from a realsituation has occurred, and therefore a game environment full of arealistic feeling has been hardly provided. On the other hand, if theoperation of the operating mechanism is effective, a high score willhave to be obtained. However, according to the conventional game device,it has been difficult to discriminate the movement of the operatingmechanism to be effective in continuing a game or to be disorderly andindiscriminate.

Still further, in the conventional game device, a plurality ofcharacters are respectively composed of polygons. When the plurality ofcharacters are superimposed together with respect to a viewpoint, ahigher priority has been given to a polygon in the front side of theviewpoint so that the polygon in the front side of the viewpoint hasbeen displayed with higher priority than other polygons. As a result, inthe case of a fighting game in which a plurality of fighters appear, theback part of a fighter situated in the front side on an image plane hasbeen displayed and other following fighters have not been inconvenientlydisplayed. When the fighter who is a character in the front side is anobject to be operated by a player, if the image of an opponent fighteris not displayed, the object to be operated will not be possiblyeffectively controlled. In this case, although a higher display prioritymay be given to the polygons of the opponent character, no display ofthe fighter in the front side who is an object to be operated by theplayer would make the operation of the fighter difficult.

Additionally, according to the conventional game device, the lifetime ofthe fighter who is a display member has been displayed on a part of adisplay as a life counter (lifetime measuring means) and presented tothe player. Thus, when the life counter indicates a predetermined valueor lower, the game in the game device has finished. For example, in thecase of the above described Virtual Fighter (TM), when one fightingscene is finished and a new fighting scene is opened, a life count valuehaving the same amount (length) as that of a former scene has beenprepared. That is, when the fighters actually fight together, damagegiven to the fighters are directly accumulated even when the fightingscene is updated. Therefore, there has been a defect that the state ofthe actual fighting is not accurately reflected on the game device.

In other words, the image processor such as the above mentionedconventional game device has a problem that an effective imageprocessing cannot be achieved when an actuality simulated play, forexample, a fighting, is conducted.

Accordingly, the present invention was made to solve the problem. It isa first object of the present invention to provide an image processorcapable of effectively using the limited number of polygons.

It is a second object of the present invention to provide an imageprocessor in which a realistic feeling is more expressed by consideringa fact that, for example, damage or fatigue applied to a fighter isactually accumulated.

It is a third object of the present invention to provide an imageprocessor in which even if a plurality of display members aresuperimposed together with respect to a viewpoint, when the displaymembers such as a plurality of characters are related together andsubjected to an image processing, the display members can be effectivelycontrolled by simultaneously displaying the plurality of displaymembers.

It is a fourth object of the present invention to provide to an imageprocessor in which a discrimination between the indiscriminate andfrequent operation of an operating mechanism and the effective operationof an operating mechanism are effectively made, so that a highevaluation based on the disordered operation of the operating mechanismis prevented from being given.

It is also a fifth object of the present invention to provide a gamedevice provided with the image processor attaining these objects.

DISCLOSURE OF INVENTION

In order to attain the first object, an image processor according to thepresent invention described in claim 1 comprising a data processorincluding operating means for outputting an operating signal foroperating display member displayed on a display means, an imageprocessing means for carrying out an image processing for displaying thedisplay member on the display means based on the operating signal and avideo means for forming a video signal based on the image processedresult from the image processing means and outputting it to the displaymeans is characterized in that the image processing means increases thenumber of polygons forming the display member when the display member istransformed and displayed.

The invention according to claim 2 is characterized in that the imageprocessing means comprises a polygon forming means for forming at leastone of the display member of a minimum number of polygons and a polygonnumber increasing means for increasing the number of polygons formingthe part of the display member when the part of the display membercomposed of the minimum number of polygons is transformed and displayedand a transformation processing means for performing an image processingfor displaying the transformation of the one part of the display membercomposed of the minimum number of polygons based on the increased numberof polygons.

The invention according to claim 3 is characterized in that the polygonforming means comprises a first means for forming a part of the displaymember in the shape of a polyhedron each face of which is formed withone polygon, and the polygon number increasing means comprises a secondmeans for increasing each face of the polyhedron so as to be formed witha plurality of polygons when a part of the display member is transformedand displayed.

The invention according to claim 4 is characterized in that the imageprocessing means includes a first character and a second characterrespectively simulating the display member and comprises a collisiondeciding means for deciding the collision of the head of the firstcharacter and the second character, the polygon forming means forms thehead of the first character in the shape of a hexahedron each face ofwhich is composed of one polygon, the polygon number increasing meansincreases the number of polygons of each face of the hexahedron when thedecision of collision by the collision deciding means is affirmed andthe transformation or deformation processing means carries out an imageprocessing for transforming the head based on the increased number ofpolygons.

The invention according to claim 5 is characterized in that each face ofthe head is formed in a rectangular shape which can be composed of onepolygon.

In order to achieve the second object, an image processor according tothe present invention described in claim 6 comprising a data processorincluding an operating means for outputting an operating signal foroperating a display member displayed on a display means, an imageprocessing means for carrying out an image processing for displaying thedisplay member on the display means based on the operating signal, avideo means for forming a video signal based on the image processedresult from the image processing means and outputting it to the displaymeans and an image processed surplus power display means for displayinga surplus power in an image processing which is given to the displaymember as a video image, is characterized in that the image processedsurplus power display means comprises a whole surplus power displaymeans for displaying a whole surplus power, a display means for aremaining surplus power relative to the whole surplus power and a wholesurplus power changing means for gradually changing the whole surpluspower as the image processing progresses.

The invention according to claim 7 further comprises a storing means forstoring gradually decreased values of the whole surplus power and ischaracterized in that the whole surplus power changing meanssequentially reads whole surplus powers corresponding to values from thestoring means in accordance with an image processed state so that thewhole surplus power is decreased.

The invention according to claim 8 is characterized in that the wholesurplus power in the image processing indicates a life count value givento a character as the display member.

In order to attain the third object, an image processor according to thepresent invention described in claim 9 comprising a data processorincluding an operating means for outputting an operating signal foroperating a plurality of display members on a display means, an imageprocessing means for carrying out an image processing for displaying thedisplay members on the display means based on the operating signal, anda video means for forming a video signal based on the image processedresult from the image processing means and outputting it to the displaymeans, characterized in that the image processing means comprises apolygon forming means for forming the display members with polygons, animage forming means for forming the images of the display members viewedfrom a predetermined viewpoint and a perspectively processing means forperspectively processing a part of the polygons of the display memberlocated in the front side of the viewpoint.

The invention according to claim 10 is characterized in that theperspectively processing means applies a mesh processing to a relevantpolygon.

In order to achieve the fourth object, an image processor according tothe present invention described in claim 11 comprising a data processorincluding an operating means for outputting an operating signal foroperating a display member displayed on a display means, an imageprocessing means for carrying out an image processing for displaying thedisplay member on the display means based on the operating signal and avideo means for forming a video signal based on the image processedresult from the image processing means and outputting it to the displaymeans, is characterized in that the image processing means comprises adeciding means for deciding whether an operation meeting a predeterminedregulation is input to the operating means or not and a suppressingmeans for suppressing the degree of image processing applied to thedisplay member when the result of decision by the deciding means is thatthe operation meeting the regulation is not input to the operatingmeans.

In order to attain the fifth object, a game machine according to thepresent invention described in claim 12 comprises a display means and animage processor according to any one of claims 1 to 10.

In the image processor according to claim 1, when the display member istransformed or deformed and displayed by the image processing means, thenumber of polygons for forming the display member is increased.Therefore, as in the image processor according to claim 2, when thepolygon forming means forms at least a part of the display member with aminimum number of polygons and the part of the display member formedwith the minimum number of polygons does not need to be transformed nordisplayed, the number of polygons is maintained. On the other hand, whenthe part of the display member needs to be transformed or deformed, thenumber of polygons of the part is increased by the polygon numberincreasing means. Accordingly, when the part does not need to betransformed, an extra number of polygons can be applied to be otherdisplay members, so that the number of polygons can be effectivelyemployed.

Further, the number of polygons is increased so that the display membercan be transformed and displayed, or the transformed display member canbe more specifically displayed. When this part has to be transformed,the number of polygons of the part is increased, and therefore, thenumber of polygons of other display members is limited. However, theattention of audience is paid to the transformed part, an inconveniencedue to the limitation may be reduced.

In the device according to claim 3, the polygon forming means forms apart of the display member in the shape of a polyhedron each face ofwhich is composed of one polygon and the polygon number increasing meansincreases the number of polygons of each face of the polyhedron to havea plural number, when a part of the display member is transformed anddisplayed. In such a way, the number of polygons can be reduced as muchas possible by using the polyhedron, and when the polyhedron needs to betransformed and displayed, the number of polygons of each face isincreased.

In the, device according to claim 4, the image processing means formsthe display member comprising the first and second charactersrespectively simulating the body and decides the collision of the headof the first character with the second character so that it assuredlygrasps a case where the head needs to be transformed. The polygonforming means forms the head of the first character in the shape of ahexahedron each face of which is composed of one polygon. Further, whenthe decision of collision is affirmed, the polygon number increasingmeans increases the number of polygons of each face of the hexahedron sothat the transformation of the head can be displayed.

In the invention according to claim 5, each face of the head of thecharacter is formed in a rectangular shape which can be composed of onepolygon, so that when the head has not to be transformed, the number ofpolygons of each face of the head is minimized.

In the device according to claim 6, the image processed surplus powerdisplay means gradually changes a whole surplus power as an imageprocessing advances so that the image processed result influences asurplus power in an image processing. Herein, the whole surplus power issequentially decreased, so that a damage actually stored in that adisplay member can be accurately reproduced, for example, in an imageprocessing in a fighting game.

In the invention according to claim 7, the storing means stores thegradually decreased values of the whole surplus power. The whole surpluspower changing means gradually reads the whole surplus powerscorresponding to values from the storing means in accordance with imageprocessed states and outputs them to the display means. Therefore, thewhole surplus power can be assuredly changed in accordance with theimage processed state.

In the device according to claim 8, the whole surplus power in an imageprocessing is supplied to the character as the display member as a lifecount value and an audience can previously know the remaining lifetimeof the character whom he can control.

In the invention according to claim 9, the display member is composed ofpolygons and, when the image of the display member viewed from apredetermined viewpoint is formed, a part of the polygons of the displaymember located in the front side of the viewpoint is subjected to aperspective processing. Then, even when a plurality of display membersare superimposed together with respect to the viewpoint on athree-dimensional coordinate, a part of the polygons located in thefront side of the viewpoint is perspectively processed, so that theremaining display members can be displayed on the display means whilethe existence of the polygons in the front side can be maintained.Accordingly, since the audience can recognize the display memberscomposed of a plurality of polygons superimposed together with respectto the viewpoint, while a plurality of display members can be freelydisplayed on the display means by viewing them from a desired viewpoint,he can surely operate the operating means. This perspective processingis realized by a mesh processing described in claim 10.

According to the device described in claim 11, whether an operationmeeting a predetermined regulation, like a rule in the case of afighting game, is input to the operating means or not is decided andwhen the result of decision is that the operation meeting the regulationis not input to the operating means, the degree of image processingapplied to the display member is suppressed. As a result of thissuppression, a part or all of the image processing is nullified, or aprocessing such as the decrease of the above mentioned remaining imageprocessed surplus power applied to the display member to be operated isrealized. Thus, a high evaluation due to the disordered operation of theoperating mechanism is prevented from being given.

In the invention according to claim 12, a display means and the abovedescribed image processor are provided so that a game play in which aneffective image processing can be done is provided in achieving a playsimulating a reality such as a fighting game.

The invention according to claim 13 concerns a storing medium in whichprocedures for executing the above mentioned means by a computer arestored. The storing means includes, for example, a floppy disk, amagnetic tape, a magnet-optical disk, a CD-ROM, a DVD, a ROM-cartridge,a RAM-cartridge, a RAM cartridge with battery backup, a non-volatileRAM-cartridge, etc. The storing medium means a medium in whichinformation (mainly, digital data, program) is stored by any physicalmeans, and which enables a processor such as computer, a privateprocessor or the like to carry out a predetermined function.

BRIEF DESCRIPTION OF DRAWINGS

FIG. 1 is an entire perspective view of an embodiment of a game deviceto which a data processor according to the present invention is applied.

FIG. 2 is a perspective view specifically showing a control panel partof the above described embodiment.

FIG. 3 is a block diagram showing a processing system of the abovementioned embodiment.

FIG. 4 is a flowchart showing all processing steps of the abovedescribed embodiment.

FIG. 5 is a flowchart showing the specific operation of a displayprocessing of the above described embodiment.

FIG. 6 shows views for explaining an operation displayed in a fightingstate rotated from a state in which two fighters fighting with eachother in the above mentioned embodiment face.

FIG. 7 is a flowchart for explaining the operation of an invalidoperation degree processing means of the above described embodiment.

FIG. 8 is a graph illustrating the states of invalid operation degreesin the above mentioned embodiment.

FIG. 9 is a flowchart for explaining the operations of a polygon formingmeans and a polygon number increasing means of the above describedembodiment.

FIG. 10 is an explanatory view of the operation of the polygon formingmeans of the above described embodiment.

FIG. 11 is an explanatory view of the operation of the polygon numberincreasing means of the above mentioned embodiment.

FIG. 12 is an explanatory view of the operation of the polygon numberincreasing means of the above mentioned embodiment.

FIG. 13 is a view illustrating an image plane displayed in accordancewith the operations of the polygon forming means and the polygon numberincreasing means of the above described embodiment. FIG. 14 is aflowchart for explaining the operation of an image processed surpluspower display means of the above mentioned embodiment.

FIG. 15 is an explanatory view showing display examples of a lifecounter obtained by the image processed surplus power display means ofthe above described embodiment.

FIG. 16 is an explanatory view showing display examples of a lifecounter obtained by the image processed surplus power display means ofthe above mentioned embodiment.

FIG. 17 is an explanatory view showing display examples of a lifecounter obtained by the image processed surplus power display means ofthe above mentioned embodiment.

FIG. 18 is an explanatory view for explaining the operation of a meshprocessing of the above mentioned embodiment.

BEST MODE FOR CARRYING OUT THE INVENTION

Referring to FIGS. 1 to 9, an embodiment of the present invention willbe described. In this embodiment, a case in which an image processor ofthe present invention is applied to a boxing type fighting game deviceas a kind of fighting games will be described. This game device isprovided with a computer for realizing the respective means of thepresent invention.

FIG. 1 shows an appearance of the game device. In this game device, areference numeral 1 designates a game device main body. The game devicemain body 1 is box-shaped and casters 2 a, 2 b, 2 c and 2 d are providedon the lower part thereof. On the two faces of the game device main body1, displays 3 a and 3 b respectively serving as display means areprovided. Control panels 4 a and 4 b are provided on the front surfacesof the lower parts of these displays 3 a and 3 b. Coin insert ports 5 aand 5 b and coin take-out ports 6 a and 6 b are formed on a surfacebetween the respective control panels 4 a and 4 b of the game devicemain body 1.

Between these control panels 4 a and 4 b, a round bar 7 for connectingboth the panels together, for example, in terms of its strength, isprovided. Speaker attaching holes 8 a and 8 b are provided above therespective displays 3 a and 3 b, and speakers (not shown) are providedin these holes 8 a and 8 b. Opening and closing plates 9 a and 9 b areprovided in the lower parts of the respective control panels 4 a and 4 bso that inner mechanisms can be exposed.

Respective game processing boards 10 a and 10 b are provided in theinner part of the game device main body 1. The operating mechanisms ofthe respective displays 3 a and 3 b and the control panels 4 a and 4 band the speakers, which are not shown, are connected to the gameprocessing boards 10 a and 10 b. In the game device main body 1, a gamecan be enjoyed in a communication fighting form by using a singledisplay 3 a or 3 b, or simultaneously using both the displays 3 a and 3b.

FIG. 2 is a perspective view showing the control panel used in the abovedescribed game device main body. Since the control panels 4 a and 4 bhave completely the same structure, one of them will be explained andthe explanation of the other will be omitted.

The control panel 4 a comprises two joy sticks 41 am and 41 ah and twopush buttons 42 am and 42 ah. These joy sticks 41 am and 41 ah arearranged with a constant space therebetween on the control panels 4 aand 4 b. A player can control the movement of his or her character(boxer) by operating these joy sticks and the push buttons. The pushbuttons 42 am and 42 ah are arranged with a predetermined spacetherebetween in the front parts of the respective joy sticks 41 am and41 ah. On the joy sticks 41 am and 41 h, guidances 43 am and 43 ah, aredisplayed, including a guidance for giving punches to an opponentfighter, a guidance for preventing attacks of the opponent fighter, or aguidance for advancing or retracting a character. The guidances includekinds of punches, for example, straight, upper, hook or the like, themovements of a fighter such as advancement, retraction, provocation,etc. and other necessary things in carrying out a game.

FIG. 3 is a block diagram showing a game device to which a dataprocessor of the above mentioned embodiment is applied. This game deviceis provided with game processing boards 10 a and 10 b and speakers 11 aand 11 b as well as the above stated displays 3 a and 3 b and controlpanels 4 a and 4 b. This game device functions, when it is individuallyused, as a processing system 12 a comprising the display 3 a, thecontrol panel 4 a, the game processing board 10 a and the speaker 11 a.

Similarly, the other processing system 12 b comprising the display 3 b,the control panel 4 b, the game processing board 10 b and the speaker 11b can be also used. Both the processing systems 12 a and 12 b can beindividually used simultaneously. In this case, the opponent fighter tothe fighter of a player side is a boxer set by the game device.

On the other hand, the processing systems 12 a and 12 b are linkedtogether in this game device so that a game can be enjoyed in acommunication fighting form. In this case, the opponent fighter to thefighter of a player side is a fighter operated by each player operatingeach control panel 4 a or 4 b.

Since the processing systems 12 a and 12 b have the completely samestructures, the processing system 12 a will be only described and theexplanation of the other processing system 12 b will be omitted.

The processing system 12 a comprises a CPU block 20 a for controlling awhole device, a video block 21 a for controlling the display of a gameimage plane and a sound block 22 a for producing a effective sound orthe like. The respective blocks are explained by affixing an alphabet“a” to reference numerals, however, respective elements forming theblocks are explained without affixing an alphabet “a” after thereference numerals.

The CPU block 20 a comprises a SCU (System Control Unit) 200, a main CPU201, a RAM 202, a ROM 203, a sub CPU 204, and CPU bus 205 or the like.

The main CPU 201 controls the whole device. This main CPU 201 isprovided with a computing function similar to that of a DSP (DigitalSignal Processor) therein so that an application software can beexecuted at high speed.

The RAM 202 is used as a work area of the main CPU 201. Further, the RAM202 is provided with storing areas 202C1 and 202C2. These storing areas202C1 and 202C2 are used for storing values obtained by graduallydecreasing the whole surplus power of respective characters, forexample, in the case of a boxing game in which two characters fight witheach other.

An initial program for an initializing processing and contents (program)of a whole game are written in the ROM 203. The SCU 200 controls buses205, 206 and 207 so that the input and output of data are smoothlycarried out between the main CPU 201, a VDP (Video Display processor)220, VDPs 220 and 230, a DSP 240, a CPU 241, and the like.

Further, the SCU 200 is provided with a DMA controller therein sothat-character data (polygon data) during a game can be transferred to aVRAM in the video block 21 a. Thus, an application software of a game orthe like can be executed at high speed. The sub CPU 204 is referred toas a SMPC (System Manager & Peripheral Control), collects through aninput port 208 operating data from the joy sticks 41 am and 41 ah, andthe push buttons 42 am and 42 ah of the control panel 4 a in accordancewith a request from the main CPU 201 and is provided with a function forcarrying out a decision processing of the contents of operation such askinds of punches or the like. The main CPU 201 carries out an imagecontrol such as the rotational transformation or the perspectivetransformation of, for example, a character on a game image plane, basedon the operating data received from the sub CPU 204.

The video block 21 a is provided with a first VDP (Video DisplayProcessor) 220 for displaying a polygon image plane overwritten on acharacter and a background image composed of polygon data and a secondVDP 230 for carrying out the display of a scroll background image plane,the image synthesis of polygon image data and scroll image data based ona priority (display priority), a clipping or the like.

The first VDP 220 includes a system register 220 a therein and isconnected to a VRAM (DRAM) 221 and two face frame buffers 222 and 223.Polygon picture display or drawing data displaying a character in a gameis sent to the first VDP 220 through the SCU 200 from the main CPU 201and written in the VRAM 221. The picture display or drawing data writtenin the VRAM 221 is drawn in the frame buffer 222 (or 223) for drawing apicture in the format of for example, 16 or 8 bits/pixel. The data ofthe frame buffer 222 (or 223) in which the picture is drawn is sent tothe second VDP 230 during a display mode. As mentioned above, the twoface buffers 222 and 223 are used for a frame buffer so that a doublebuffer structure, is formed, in which the picture drawing and displayare switched for every frame. Further, information for controlling apicture drawing processing is set to the system register 220 a of thefirst VDP 220 through the SCU from the main CPU 201. The first VDP 220controls the picture drawing and display processing in accordance withan instruction set to the system register 220 a.

In the meantime, the second VDP 230 includes a register 230 a and acolor RAM 230 b therein and is connected to a VRAM 231. Further, thesecond VDP 230 is connected to the first VDP 220 and the SCU 200 througha bus 206 and connected to the display 3 a through an encoder 260.

For the second VDP 230, scroll image data is defined in the VRAM 231 andthe color RAM 230 b through the SCU 200 from the main CPU 201.Information for controlling the display of an image is also similarlyset to the register 230 a of the second VDP 230. Data defined in theVRAM 231 is read based on the contents set to the register 230 a by thesecond VDP 230 and becomes the image data of respective scroll imageplanes displaying a background relative to a character. The displaypriority (priority) of the image data of the respective scroll imageplanes and the image data of texture mapped polygon data which issupplied from the first DVP 220 is determined in accordance with thesetting in the resister 230 a and final display image data issynthesized.

When this display image data is in a form of pallet, the color datadefined in the color RAM 230 b is read based on the value by the secondVDP 230 form, and display color data is generated. When the displayimage data is in the form of RGB, the display image data directlybecomes display color data. The display color data is stored in a memory232, and then, output to a D/A converter 260. The D/A converter 260generates a video signal by applying a synchronizing signal or the liketo the image data and outputs the video signal to the display 3 a. Thus,a game image plane is displayed on the display 3 a. A video means isconstituted of the video block 21 a.

The sound block 22 a is provided with a DSP 240 for carrying out a soundsynthesis in accordance with a PCM mode or an FM mode and a CPU 241 forcarrying out the control or the like of the DSP 240. Sound datagenerated by the DSP 240 is converted into a sound signal by a D/Aconverter 270 and then, the sound signal is output to the speaker 11 a.

The contents of a game processed in the game device of the presentembodiment, like the above stated “Virtual Fighter (TM) realize thefighting (boxing) of a plurality of fighters on a stage. An opponentfighter is explained as a boxer controlled by the device side.

Next, there will be explained a processing for synchronizing displaycontrol, which is executed by the main CPU, for an image plane (referredto as a polygon image plane, hereinafter) of characters (fighters) C1and C2 represented by three-dimensional data composed of polygons, arope or the like, and a scroll image plane of other background or thelike such as a ring on which boxers stand, the life count values of theboxers and an audience. The ring among them is formed with a rotatingscroll. All operations will be initially explained by using mainprocessing flowcharts shown in FIGS. 4 and 5. Then, the detailedoperations of, for example, a polygon forming means, a polygon numberincreasing means, a transforming or deforming means and an imageprocessed surplus power display means or the like will be describedusing figures after FIG. 6.

The main CPU 201 displays, when there is no insertion of coins, forexample, the digest of the contents of a game and a guidance image planefor coin insertion and outputs a sound together with the displays (step(S)301, step 302; NO in FIG. 5). When there is the insertion of coins(step 302; YES), the main CPU 201 displays a guidance image plane forurging, for example, the push button 42 am to be pressed as a startbutton (S 303, S304; NO). When the start button is pressed (S304; YES),a player sets his or her capacity (S305). In this connection, since thecapacities of, for example, several characters are set to the processingsystem 12 a and these characters are displayed on the display 3 a, adesired character is suitably selected among them. Thus, the capacity ofthe character such as the power of a punch, the speed of a punch, theresistance to a damage, stamina, etc. is set. The structure of acharacter will be shown in FIG. 6.

Then, since the main CPU 201 displays a display for setting thecharacters of rival fighters on the display 3 a, a player suitablyselects a rival fighter among them (S306). Thus, the capacity of thecharacter as the rival fighter is also set.

Herein, the main CPU 201 also carries out a viewpoint changingprocessing for display data in step 307 and, finally, a perspectiveprocessing for a part of the character C1 (for example, a head, a mainpart, an upper part of arm, etc.). Specifically, the main CPU 201 firstreads display data from a predetermined address of the ROM 203, andconverts it into viewpoint changed display data. Thus, on the display 3a, the facing characters (fighters) C1 and C2 are initially displayed ina formation seen just from a side, as illustrated in FIG. 6(a). In FIG.6, C1 and C2 designate characters (fighters), RP a rope, RG a ring, LCaand LCb life counters, and BH other background. Further, in the presentembodiment, the fighters C1 and C2 and the rope RP are displayed bypolygon data, the ring RG by rotating scroll data and the background BHsuch as an audience by scroll data.

Then, the main CPU 201 decides whether the characters C1 and C2 arebrought to a state in which they can fight with each other or not(S308). Herein, a state in which the characters fight with each othermeans a state in which a personal character (fighter) C1 is displayed inthe front side of an image plane on the display 3 a, a part of thefighter C1, for example, the head, the waist, the upper part of arm orthe like is subjected to a transparent processing and an opponentcharacter (fighter) C2 faces the front face of the image plane.

At this time, since the characters C1 and C2 have not yet fought witheach other (step 308; NO), the address of the ROM 203 is changed (step309), and further, a display processing of viewpoint change is carriedout (step 307). These processings are repeated, so that a viewpointrotates from a state in which the fighters C1 and C2 are seen just froma side as shown in FIG. 6(a) to a state in which the fighter C1 isdisplayed in the front part as shown in FIG. 6(c). Displaying the middlepart of the display state rotated as mentioned above, a state, is seen,in which the facing fighters C1 and C2 are slantingly displayed, asillustrated in, for example, FIG. 6(b).

An image processing accompanied by the change of a viewpoint fordisplaying the characters on the image plane, which includes themovement of FIG. 6(a) to FIG. 6(c), is carried out in accordance with,for example, a flowchart shown in FIG. 5. That is, the main CPU 201, instep S401 of FIG. 5, first calculates the moving coordinate of theviewpoint based on data read from the ROM 203 and the moving coordinatesof display members composed of polygons such as the characters C1 and C2and the rope RP, etc. represented by polygon data with texture. Thecalculation of the moving coordinates is carried out by using affinetransformation capable of effecting a parallel displacement, arotational transformation and extension (reduction) relative to eachaxis by one operation. The affine transformation has been conventionallywell known.

Then, in step S402, position data (screen coordinate) in a screen (imageplane) on which three-dimensional polygon data subjected to a coordinatetransformation by a perspective transformation (fighter C2, fighter C1 apart of which undergoes a perspective processing, rope RP) is displayedis calculated and sent to the first VDP 220.

Then, the main CPU 201 proceeds to step S403 and calculates parametersrequired for the rotation or collapse of the rotating scroll imageplane. Herein, the “rotation” of the rotating scroll image plane means arotation in a scroll coordinate system and the rotation of an entirecoordinate system about any one of three axes. The “collapse” means therotation of a screen image plane itself, and specifically means that thering RG part in a remote part viewed from the side of a player isdisplayed in reduction, the ring part RG in the side of a player isdisplayed in extension or both processings are simultaneously carriedout.

Next, the main CPU 201 stands-by while deciding whether it is apredetermined timing for drawing the above described polygon data or notin step S404. Then, for example, at the time of a predetermined timing,the parameters required for the processings of rotation and collapse ofthe rotating scroll image plane which have been stored in a memory, thatis, rotation matrix parameters, the amount of movement (the amount ofmovement of X and Y of the scroll image plane owing to the movement of aviewpoint) and magnification are transferred to the second VDP 230 instep S405. Then, in step S206, the main CPU 201 executes the commands ofdisplay or picture drawing.

The main CPU 201 periodically repeats the above stated processings ofstep S401 to S406. The polygon data calculated in the main CPU 201 iswritten in the VRAM 121 connected to the first VDP 220 and a display anda picture drawing are repeated by the two picture drawing frame buffer222 (or 223) and display frame buffer 223 (or 222) of a double bufferstructure. In other words, while the picture of texture mapped polygondata is drawn in the picture drawing frame buffer 222 (or 223) is drawn,the polygon data of the display frame buffer 223 (or 222) is sent to thesecond VDP 230 and displayed. In the second VDP 230, the three-axesrotation of the rotating scroll image plane and the rotation of thescreen image plane (collapse) are calculated by using the parameters anddata transferred from the main CPU 201.

The display image plane of the rotating scroll image plane is formed bycarrying out the rotational transformation (including paralleldisplacement) of a viewpoint and a screen image plane (TV screen) basedon a center point and collecting points at which a line of sight passingthe transformed screen image plane from the transformed viewpointintersects a scroll map.

When the flowchart of FIG. 5 is executed in such a manner, the imageplanes are displayed on the display 3 a in accordance with the order ofFIG. 6(a), FIG. 6(b) and FIG. 6(c). That is, the viewpoint sequentiallymoves so that the fighter C1 is displayed in the front side and thefighter C2 is displayed in the rear side from a state in which thefacing fighters C1 and C2 are seen just from a side as shown in FIG.6(a). Processings accompanied by the movement of the viewpoint in otherscene are also performed in accordance with the flowchart of FIG. 5.During movement of the viewpoint, as shown in FIG. 6(b), the fighters C1and C2 are displayed under a condition in which they are slantinglyseen. Finally, as shown in FIG. 6(c), the fighter C1 of a player side isdisplayed in the front side of the image plane and in a perspectivelyprocessed state on the display 3 a, and the rival fighter C2 isdisplayed in a state where it faces the front face of the image plane.

As described above, when the personal fighter C1 is displayed in aperspectively processed state in the front side of the image plane andthe rival fighter C2 is displayed under a state he faces the front faceof the image plane, they fight with each other (step S308; YES), andthen, the process proceeds to the flowchart showing a fighting state.

Then, when the process proceeds to the flowchart of a fighting state(step 310) and that following it, the main CPU 201 first reads the dataof a fighting state from the ROM 203. Further, the main CPU 201 fetchesoperating data from the sub CPU 204 in step 311, and carries out aprocessing of data of invalid operating degree in step 312. Herein, theinvalid operating degree is included in a suppressing means described inthe claims.

The invalid operating degree in the step 312 is generated, for example,when the operating data is not input from the joy sticks 41 am and 41 ahor the like in accordance with the rule of a boxing. Factors forincreasing the invalid operating degree reside in that, for example, thejoy sticks 41 am and 41 ah are operated a predetermined number of timesor more per unit time, or the joy sticks 41 am and 41 ah arecontinuously input to a protective command position for a predeterminedtime. Further, factors of decreasing the invalid operating degree residein that, for example, a protective command is input from the joy sticks41 am and 41 ah or the moving command of a character is input.

Still further, when the invalid operating degree is stored in, forexample, the RAM202 or the like, and an image processing for formingnext fighting display data is carried out, the degree of the imageprocessing is suppressed depending on the invalid operating degree. Forexample, as described below, the invalid operating degree may influencethe a display of the amount of surplus power by an image processedsurplus power display means, or an image processing for cancelling ordecreasing a damage to be applied to an opponent fighter may be carriedout even when a punch is given to him.

Then, the main CPU 201 carries out a processing for forming fightingdisplay data based on the fetched fighting data and operating data asmentioned above (step 313).

The fighting display data formed in the step 313 is display data forprotectively moving the fighter C1 by protectively operating the joysticks 41 am and 41 ah or the like of the control panel 4 a, forexample, when the rival fighter C2 supplies an uppercut, or for giving apunch to the rival fighter C2 by extensively operating the joy sticks 41am and 41 ah or the like of the control panel 4 a. Thus, the rivalfighter C2 changes, when the punch strikes him, the deformed directionof the face (head) of the fighter C2 depending on the kind of the punch(straight, jab, hook, uppercut), and the amount of deformation ortransformation of the face (head) of the fighter C2 depending on thestrength of the punch.

Further, when the punch supplied from the rival fighter C2 strikes thefighter C1, a movement processing of the fighter C1 is also carried out.Still further, in the step 313, the back side of the fighter C1 is alsodisplayed and a part of the fighter C1 (for example, the head, thebreast, the waist, the upper part of arm, etc.) is perspectivelyprocessed and displayed.

Then, the main CPU 201 performs processings related to a remainingsurplus power display means in step 314. That is, in the step 314, theprocessings for displaying the surplus power of the fighters C1 and C2are carried out. In this case, firstly, the invalid operating degreeobtained in the step 312 influences a processing for decreasing thesurplus power (life count value). Secondly, the damage of the fighters(the opponent side C2 and the private side (player side) C1) is computedand the invalid operating degree influences a processing for decreasingit in the surplus power.

In addition, when the damage exceeds a predetermined value, the main CPU201 performs a processing for knocking the fighter down. The processingis carried out in such a way, so that a whole surplus power displaymeans for displaying the whole surplus powers of the fighters C1 and C2and a remaining surplus power display means for displaying remainingsurplus powers relative to the whole surplus powers of the fighters C1and C2 are realized. Further, a storing means for storing a plurality ofsurplus powers is provided in an area of the RAM 202 and all surpluspowers stored in the storing means are read as required, so that all thesurplus powers can be sequentially reduced. Then, these imageprocessings are carried out, so that damages applied to the respectivefighters C1 and C2 can be displayed on the display 3 a as life countersand the damages are accumulated for every round.

The fighting display data obtained in the step 313 and the dataconcerning the life counters obtained in the step 314 are delivered to adisplay data forming processing (step 315). In the step 315, the mainCPU 201 carries out, for example, the flowchart shown in FIG. 5 by usingthe fighting display data formed in the step 313 and the data related tothe life counter formed in the step 314. Thus, the fighting state of thefighters C1 and C2 is displayed on the display 3 a.

Then, the main CPU 201 carries out a processing of game out in step 316.In this case, the damages of the fighters C1 and C2 are computed andwhen the damage exceeds a predetermined value, as in the case where onefighter is knocked down three times, a command of down or the like iscarried out.

The main CPU 201 decides whether a game in which there is a down or thelike is finished or not in step 317. When the game is not finished, themain CPU 201 shifts again the processing to the step 310.

The above mentioned processings of the steps 310 to 317 are repeated, sothat the fighters C1 and C2 composed of polygons are displayed in asuperimposed state on the ring RG constituted of the scroll image plane.The elongated rope RP composed of polygon data is overwritten along theedge of the upper side in the end part of the ring RG.

Then, when the fighters C1 and C2 or the viewpoint move, as the gameprogress, the movement of the fighters C1 and C2, the scroll image planeand the rope PR composed of polygon data which is overwritten on the endpart of the image plane are synchronously displayed, and therefore, bothmovements can be recognized as an accurately coinciding movement set toan input from the joy sticks 41 am and 41 h or the like. Thus, an entirescene accompanied by the movement of the fighters C1 and C2 or thechange of a viewpoint becomes extremely natural, so that a feeling likebeing actually present there can be produced.

Additionally, the main CPU 201 decides a detection result in the step317 and carries out a display processing of the end of a game in step318, at the time of an end.

In the next place, the detailed operations of predetermined steps in theabove described flowchart will be described, referring to the drawingsafter FIG. 7.

(On Processing for Obtaining Invalid Operating Degree)

With reference to FIGS. 7 and 8, a processing for obtaining an invalidoperating degree will be described. FIG. 7 is a flowchart for obtainingthe invalid operating degree. FIG. 8 shows a graph of an invalidoperating degree, an x-axis indicates time and a y-axis indicates aninvalid operating degree.

This invalid operating degree represents a degree generated when thereis no operating input of the joy sticks 41 am and 41 ah or the like. Theinvalid operating degree is obtained when the number of inputs ofcontinuous punch commands per unit time is a predetermined value ormore. Further, when the pattern of input of a command is constant, theinvalid operating degree is increased.

When there is no operating input from the joy sticks 41 am and 41 ah orthe like in accordance with the rule of a boxing, a processing will befirst described. This processing is carried out by shifting the processto the processing of step 312 in FIG. 4. That is, the main CPU 201decides whether operating data is obtained from the sub CPU 204 or notin step 451. In this case, when the operating data is obtained (step451; YES), the main CPU 201 decides whether this operating data is aprotective command or not in step 452. Herein, when it is decided thatthe operating data is not the protective command (step 452; NO), themain CPU 201 decides whether this operating data is the moving commandof the fighter C1 or not in step 453. The reason why such a decision ismade is that the joy sticks 41 am and 41 ah are continuously operated soas to decide whether the punch command is continuously input or not.

When the operating data is not the protective command of the fighter C1(step 453; NO), it is decided that the data does not designate aneffective punch meeting the rule of a boxing and designates a simplyswung punch. The main CPU 201 adds the number of times of operating dataone by one to a register K3 in step 454. This register K3 may beprovided in, for example, a predetermined area of the RAM 202. Further,the register K3 accumulates punch commands owing to the continuousoperation of the control panels 4 a and 4 b.

Then, the main CPU 201 decides whether a constant time x (seconds)passes or not (step 455). This decision is made in order to decide whatnumber of punch commands are input per unit time (x (second)). When theconstant time x (seconds) does not pass (step 455; NO), the main CPU 201can pass this processing routine.

On the other hand, when the constant time x(seconds) passes (step 455;YES), the main CPU 201 reads the data of the register K3 in step 456.The read data designates the number of punches y per unit time(x(seconds)).

Further, the CPU 201 decides, when the data of the register K3represents 1y or more (step 457; NO), that an operation according to therule of a boxing and, stores a one added invalid operating degree in aninvalid operating degree storing area provided in the predetermined areaof the RAM 202 (step 312). The value of the invalid operating degreestored in the storing area designates a value obtained by adding one tothe invalid operating degree (time x1), as shown in FIG. 8. Then, themain CPU 201 resets registers K 1 to 3 in step 459 so that the previouscontents do not influence a next processing and can pass thisprocessing.

When the CPU 201 similarly carried out the processings of the steps 451to 455 and performs the processings of the steps 456 to 457 to obtainthe number of 2y, a storing processing is performed so that two isfurther accumulated to the previous value in the invalid operatingdegree storing area (step 458). The value of the storing area representsa value obtained by further adding two to the invalid operating degree(time x2) as shown in FIG. 8. Then, the main CPU 201 resets the registerK 3 for a next processing in the step 459 and can pass the processing.

Further, similarly when the CPU performs the processings of the steps451 to 455 and carries out the processings of the steps 456 to 457 attime x3 so that the number of 1y is obtained, a value obtained byfurther adding two to the previous value is stored in the invalidoperating degree storing area (step 458). The value of this storing areaindicates the invalid operating degree further added by one (time x3),as shown in FIG. 8. Then, the main CPU 201 resets the register K3 instep 459 and can pass the processing.

Similarly, when the main CPU carries out the processings of the steps451 to 455 and performs the processings of the steps 456 to 457 at timex4 so that the number of 1y is obtained, a value obtained by furtheradding two to the previous value is stored in the invalid operatingdegree storing area (step 458). The value of the storing area indicatesthe invalid operating degree further added by one (time x4), as shown inFIG. 8. Then, the main CPU 201 resets the register K3 for a nextprocessing in step 459 and can pass the processing.

As described above, when the joy sticks 41 am and 14 ah are not operatedin accordance with the rule of the boxing, the invalid operating degreebecomes higher values.

Now, a case in which the invalid operating degree is lowered will bedescribed. When a command is input (step 451; YES), the main CPU 201decides whether it is a protective command or not in step 452. When thecommand is the protective command (step 452; YES), the main CPU 201decides whether the protective command is changed to other command orthe like (or neutral position) in a short time or not in step 460. Thisprocessing is carried out in order to decide whether it is an operationaccording to the rule of the boxing or not.

When the protective command is changed to other command or the like(step 460; YES), the main CPU 201 subtracts one from the invalidoperating degree of the invalid operating degree storing area step(461). The value of the storing areas is the invalid operating degreedecreased by one (time x5), as illustrated in FIG. 8. After passing theprocessing, the main CPU 201 resets the registers K1 to K3 for a nextprocessing in step 462.

Then, the operation of a case in which a command is not input will bedescribed. When the command is not input (step 451; NO), the main CPU201 carries out a processing for the increment of a value of, forexample, the register K1 in step 471 (K1=K1+1). This processing is anaddition executed in order to detect no input of a command for apredetermined time. Further, for the register K1, for example, oneprovided in the predetermined area of the RAM 202 may be used.

Then, the main CPU 301 decides whether a constant time a (seconds)passes or not (step 472). The decision of time is made in order todetect no input of a command continuously for a predetermined period.When a constant time a (seconds) does not pass (step 472; NO), the mainCPU 201 passes this processing.

On the contrary, when a constant time a (seconds) passes (step 472;YES), the main CPU 201 reads the value of the register K1 in the step473. The value of the register K1 indicates no input of command for apredetermined time. Accordingly, if this value is larger than apredetermined value (step 474; YES), it can be deemed that a command isnot input for a constant time, so that the main CPU 201 subtracts onefrom the invalid operating degree in the invalid operating degreestoring area in step 475. Thus, the value of the storing area is a valueobtained by subtracting one from the invalid operating degree (time x7)as shown in FIG. 8. Then, the main CPU 201 resets the respectiveregisters K1 to K3 for a next processing When the value of the registerK1 is smaller than the predetermined value (step 474; NO), the main CPU201 resets the respective registers K1 to K3 in step 476 and passes thisprocessing.

Further, the operation of a case in which the protective command iscontinuously input will be described. In this case, the main CPU 201passes the steps 451, 452 and 460 and carries out the increment of, forexample, the register K2 in step 481 (K2=K2+k1). This register K2 isassigned to a predetermined storing area of, for example, the RAM 202.The register K2 serves to measure the continuous input of the protectivecommand.

Then, the main CPU 201 decides whether a constant time passes or not(step 482). The decision of time is carried out in order to decidewhether the protective command is continuously input for a constant timeor not. When a constant time does not pass (step 482; NO), the main CPU201 passes this processing.

On the other hand, when the constant time passes (step 482; YES), themain CPU 201 reads the value of the register K 2 in step 483. In thiscase, when the value of the register K2 is larger than a predeterminedvalue (step 484; YES), the main CPU 201 decides that the protectivecommand is continuously input. Then, the CPU 201 adds one to the invalidoperating degree of the invalid operating degree storing area (step485). The value of the storing area is a value obtained by adding one tothe invalid operating degree (time x9), as seen in FIG. 8. After thisprocessing is finished, the registers K1 to K3 are finished forpost-processings in step 486. The continuous input of the protectivecommand in such a way causes the invalid operating degree to beincreased.

The operation of other cases in which the invalid operating degree islowered will be described. This is an operation when the moving commandof the fighter C1 is input. That is, when the moving command of thefighter C1 is input (step 453; YES), the main CPU 201 subtracts one fromthe invalid operating degree of the invalid operating degree storingarea in step 441. Thereafter, the main CPU 201 resets the registers K1to K3 for post-processings in step 442.

As described above, in the respective steps 451 to 492, whether theoperation according to the rule of the boxing is input from the joysticks 41 am and 41 ah or the like or not is decided. The invalidoperating degree stored in the invalid operating degree storing area isused to suppress the degree of an image processing in post-processings.For example, it can influence a processing for decreasing the value of alife counter, or it can be used for decreasing the effectiveness of apunch or the like, or denying the effectiveness, even when the punch orthe like strikes the opponent fighter C2.

In such a manner, a player can be urged to assuredly operate the joystick 41 am and 41 ah, and the actual movement in, for example, aboxing, is given to the player so that the player can operate the joysticks 41 am and 41 ah or the like similarly to the movement.

(Operation of Polygon Forming Means and Polygon Increasing Means)

Next, referring to FIGS. 9 to 11, there will be described an imageprocessing for forming the face (the head) of the fighter C2 with theminimum number of polygons in an ordinary display state, increasing thenumber of polygons for forming the face (the head) and then deformingthe face (the head) based on the increased number of polygons when theface (the head) is deformed and the deformed face is displayed.

Initially, the main CPU 201 decides whether a flag FLG is 0 or not instep 500. This decision is made in order to decide whether a readingprocessing of table data for a deforming processing is carried out ornot. When the table data is read, a special processing flowchart isperformed. When the table data is not read, an ordinary decidingprocessing is carried out.

Herein, since the flag FLG is first set to 0, the main CPU 201 carriesout an image processing for forming the face (the head) of the fighterC2 with the minimum number of polygons in step 501. In this imageprocessing, for example, each face of the face (the head) of the fighterC2 is composed of a polygon of a square. Thus, for example, as shown, inFIG. 10(a), the face (the head) C2 f of the fighter C2 is formed in theshape of a cube (hexahedron) composed of six polygons. Specificallystated, one polygon is arranged by specifying four vertexes in athree-dimensional coordinate and each face has commonly the two vertexesof the four vertexes, so that the face (the head) C2 f of the fighter C2is represented by the set of polygons forming the hexahedron.

The respective patterns (texture) of a front part, a back part, rightand left side face parts, a plane part and a bottom face part which formthe respective expressions of an actual fighter are previously recordedby a video camera or the like, or separately formed, and they are storedin the ROM 203.

Thus, in step 502, the textures of the expressions, or the textures ofthe respective right side face and left side face parts, the back facepart, the top part of the head or the like are mapped on the polygons ofrelevant addresses. Further, in this step, it is also decided whetherthe mapping of the textures on all the polygons, on the six faces inthis case, is finished or not. Thus, the head of the fighter C2 whoseexpression is exhibited is formed, as illustrated in FIG. 10(b). Herein,in order to simplify the representation of the drawings, an example, isshown, in which the texture (the pattern of the face) is affixed only tothe polygon of the front face of the head and the textures on otherfaces are not shown.

Then, the main CPU 201 fetches operating data from the sub CPU 204 anddecides whether the operating data exists or not (step 503). When theoperating data exists (step 503; YES), the main CPU 201 specifies thedirection, strength, speed or the like of the operating data, contentsof a punch command (including a protective command), etc. in step 504.Then, when it is decided (step 505; YES) that an attack command is inputbased on the result of the processing (step 504), the main CPU 201 readsthe coordinate of the punch of the fighter C1 in step 506. Subsequently,the main CPU 201 reads the coordinate of the head of the fighter C2 whois a rival in step 507. Whether these coordinates coincide with eachother or not is decided (step 508). This decision corresponds to thedecision of collision of the fighters C1 and C2.

When these coordinates coincide with each other (step 508; YES), thedecision of collision of the fighters C1 and C2 is affirmed, so that itis decided that the punch of the fighter C1 (character in the playerside) strikes the face of the fighter C2 (character in the rival side).Thus, in order to proceed to a deforming processing, “1” is set to theflag FLG (step 509).

The main CPU 201 judges a first punch and a second punch in step 509. Inthe present embodiment, in order to simplify an explanation, only twokinds of punches will be explained. Further, in the present embodiment,the invalid operating degree gives an influence to a processing fordecreasing the effect of the punch. It is to be noted that the value ofthe life counter may be lowered without decreasing the effect of thepunch in such a way.

Firstly, when the first punch strikes the fighter (step 510;1P), aprocessing of a step 511 is carried out. In step 511, when the value ofthe invalid operating degree storing area is not more than apredetermined value, the main CPU 201 decides that the joy sticks 41 amand 41 ah hardly make an movement which is not based on the rule of theboxing. Then, the main CPU 201 carries out processings after step 512.

In step 512, the main CPU 201 increases the number of polygons formingeach face of the face (the head) C2 f of the fighter C2 composed of theminimum number of polygons. Thus, as shown in FIG. 11(a), each face ofthe face (head) C2 f composed of six polygons to which rectangularshapes (rectangles) are respectively assigned is not composed of onepolygon but composed of a plurality of polygons arranged in 8 (column)×8(row).

Still further, the respective addresses of the plurality of polygons ofeach face are specified and these addresses and the deforming data ofthe polygons are tabulated for every punch (the direction of a punch,the kind of a punch, the intensity of a punch). Many tables are storedin the ROM 203. Further, after step 512, which table the deforming datais fetched from is designated depending on the kind of a punch, thedirection and intensity of a punch, the kind of the fighter, etc.

Next, the main CPU 201 fetches the deforming data of the polygon from adeforming table, for each address of each polygon forming a part of theface (the head) C2 f. Then, the main CPU 201 deforms or transforms thetexture of the expression of the face in the part corresponding to theaddress and maps the texture on the polygon corresponding to the address(step 513). The deformation of the polygon is enabled by setting thefour vertexes of the polygon. In this case, such deforming data withmany polygons, which are merely provided with four vertexes, arranged oneach face of a hexahedron is obtained.

Then, the main CPU 201 decides whether a mapping is finished on all thepolygons of the face (the head) C2 f based on the deforming data or not(step 514). When the mapping processing of texture is not finished onall the polygons (step 514; NO), the mapping processing is continued(step 513, 514). When the mapping of texture is finished on all thepolygons (step 514; YES), an ordinary face is displayed on a part of thehexahedron, as illustrated in FIG. 11(b). Then, the main CPU 201decreases a predetermined value from the data of the life counter forthe fighter C2 in step 515, then, updates the read address of the ROM203 or the read address of the table in step 516 and passes thisprocessing.

When the main CPU 201 enters again this routine, the main CPU 201 readsdeforming data from the predetermined address of a predetermineddeforming table in step 520, since the flag FLG is set to “1”. Thisdeforming data is obtained, as shown in FIG. 12(a), as the respectiveaddresses P11, P12, P21, P22 . . . , P81, P82, P91, P92 . . . , P18,P19, P28, P29 . . . , P88, P89, P98, P99 of respective polygons ofminimum units.

Thus, the main CPU 201 selects the textures of the expression caused bythe punch and deforms or transforms them. The main CPU 201 maps therespectively deformed textures on the respectively relevant addressesP11, P12, P21, P22, . . . , P81, P82, P91, P92, . . . , P18, P19, P28,P29, . . . , P88, P89, P98, P99. Thus, as illustrated in FIG. 11(b), thehexahedron composed of many polygons is distorted and deformed.

Next, the main CPU 201 decides whether all the textures are completelymapped on the respective addresses or not (step 522). When the mappingof all the textures is finished (step 522; YES), whether all the data ofcorresponding deforming tables is read or not is decided (step 522).When it is not read (step 523; NO), the read addresses of the ROM 203and the deforming tables are updated (step 516).

Every time this routine is passed, the data of the deforming table in anaddress updated state (steps 500, S520, S521, S522), and the deformingdata is obtained one by one. As a result, the distorted face (the head)C2 f is displayed. Thus, as shown in FIG. 12(b), the head and expressionin a distorted state are displayed. When the deforming data of thedeforming table is completely read (step 523; YES), the deformation ortransformation of the face (the head) is finished so that the face isreturned to an original state. Therefore, the main CPU 201 sets the flagFLG to “0” and proceeds to step 516.

In the meantime, when the punch is a first punch (step 510;1P) and theinvalid operating degree is large (step 511; YES), the main CPU 201carries out a processing for reading the data of a second deformingtable the amount of deformation of which is small (step 525).

In step 525, the main CPU 201 increases the number of polygons formingthe face (the head) C2 f of the fighter C2 composed of the minimumnumber of polygons. As illustrated in FIG. 11(a), each face of thepolygons forming the hexahedron is represented by many polygons. Then,in step 526, the textures of expression are mapped on the deforming dataof the respective polygons. Then, the main CPU 201 decides whether themapping is finished on all the polygons or not (step 527). Thus, asshown in FIG. 11(b), an ordinary face is displayed on a part of thehexahedron.

Then, the main CPU 201 decreases an ordinary value from the data of thelife counter for the fighter Cf, updates the read address of the ROM 203and the read address of the second deforming table in step 516, and thenpasses this processing.

Even when the punch is the first punch, as described above, which canusually give a great damage to the fighter C2, it is regarded as anordinary punch, if the invalid operating degree is large.

When the punch is a second punch (step 510; 2P), and the invalidoperating degree is small (step 529; YES), the main CPU 201 performs theprocessings of step 525 to step 528, step 500, step 520 to step 534).Thus, as shown in FIG. 11(a), each face of polygons forming thehexahedron is changed to many polygons (divided), and then, an ordinaryface is displayed on a part of the hexahedron, as illustrated in FIG.11(b). The face (the head) C2 f of the hexahedron composed of manypolygons is distorted and the expression caused by the distortion isdisplayed at the same time. In this case, since the second deformingtable is used, the degree of deformation is smaller than shown in FIG.12.

Although, in the above stated processing, the processing for the fighterC2 is only explained, the head and breast part of the fighter C1 isperspectively processed and the arm or the like of the fighter C1 isdisplayed in an ordinary polygon processing on the display 3 a, asillustrated in FIG. 13. It is to be understood that, when the arm or thelike is overlapped on the fighter C2, the arm may be subjected to aperspective processing. A mesh processing is one method included in theperspective processing. In this mesh processing, when a polygon 90having, for example, four vertexes, is composed of, for example, 9 dotson an X-axis and a Y-axis, respectively, as illustrated in FIG. 18,pixels which have values of even numbers obtained from the expression:the coordinate value of the X-axis+the coordinate value of the Y-axis=Sare only represented and the representation of pixels having values ofodd numbers as S is skipped (not written). In such a way, the meshprocessed polygons are obtained.

Since the respective fighters C1 and C2 or the like are displayed in theforefront part of the display 3 a in accordance with the decided resultof the priority of the polygons. Since the priority of the polygons ofthe fighter C2 is located in the second place, the fighter C2 isdisplayed in a position behind the fighter C1 and ahead of the rope RP.Further, since the head and breast part of the fighter C1 undergo a meshprocessing, even when the fighter C1 is displayed in the front side ofan image plane, the shape and look of the fighter C2 can be both seen.Further, since the polygons of the rope RP have a third priority, therope RP is displayed in the rearmost side. Still further, the ring RG isdisplayed by using a rotating scroll processing. Still further, sincethe life counters LCa and LCb are displayed by employing scroll images,they are always displayed in the right and left parts of the display 3a. An audience or the like, which is not shown, is displayed as abackground BH.

Then, when the punch is a second punch (step 509; 2P), and the invalidoperating degree is large (step 529; NO), the main CPU 201 updates theread address of the ROM 203 (step 516) and then, passes this processing.Specifically stated, when the invalid operating degree is large, it isdecided that an operation based on the rule of the boxing is not input.Therefore, even if an effective punch strikes an opponent, the main CPU201 will consider it invalid or decrease its power.

On the contrary, when the coordinate of the punch of the fighter C1 doesnot coincide with the coordinate of the head of the fighter C2 (step508; NO), the main CPU201 reads other coordinate of the opponent fighterC2 to be fought with in step 531. Then, the main CPU 201 compares thecoordinate of the fighter C2 with the coordinate of the punch of thefighter C1 (step 532). When both the coordinates coincide with eachother, it may be decided that the punch of the fighter C1 strikes thebody of the opponent fighter C2 to be fought with (step 532; YES), thedeforming processing of the fighter C2 is not carried out and aprocessing for applying damage to the opponent fighter C2 is simplycarried out. Then, the main CPU 201 decreases an ordinary value from thedata of the life counter for the fighter C2 in step. 533, updates theread address of the ROM 203 (step 516) and passes this processing.

Further, in the case of protection (step 505; protection), the main CPU201 reads the coordinate of the punch of the opponent fighter C2 tofight with (step 541). Further, the main CPU 201 reads the coordinate ofthe hand of the fighter C1 in step 542. Then, when they coincide witheach other (step 543; YES), a processing is carried out by deciding thatthe fighter succeeds in protection (step 544).

On the other hand, when both the coordinates do not coincide with eachother, in protection, (step 543; NO), the main CPU 201 reads thecoordinate of other part of the fighter C1 step 545). When thecoordinate of the punch of the opponent fighter C2 coincides with thecoordinate of other part of the fighter C1, it is decided that the punchof the opponent fighter C2 to be fought with strikes the fighter C1. Inthis case, the main CPU 201 carries out, for example, a processing forknocking the fighter C1 down depending on the strength of the punch ofthe opponent fighter (step 547).

Then, the main CPU 201 decreases the value of the life counter of thefighter C1 depending on the effectiveness of the punch of the opponentfighter to be fought with (step 548), updates the read address of theROM 203, and passes this processing.

When there is no operating data (step 503; NO), if the opponent fighterC2 extends a punch (step 550; YES), processings of step 541 to step 548are carried out.

Further, when there is no operating data (step 503; NO) and there is nosupply of punch from the opponent fighter C2 (step 550; YES), the mainCPU 201 carries out no processing, updates the read address of the ROM203 (step 518), and passes this processing.

The above mentioned respective processing steps are carried out, so thata processing load can be lowered by usually performing a display withthe small number of polygons. When the fighter C2 receives the punch ofthe fighter C1, polygons forming the hexahedron which constitutes theface or the like are divided into many polygons, so that the expressionof the face or the like can be changed. Thus, an amusing game atmospherecan be provided. Further, when an ordinary face or the like which is notdeformed is displayed, the face (the head) C2 f is composed of ahexahedron, and thus, the face which the punch does not strike can beconstituted of the minimum number of polygons.

In the above described embodiment, although the addresses of therespective polygons are specified, and these addresses and the deformingdata of the polygons are tabulated, from which the deforming data isobtained depending on the kind of punch, so that the deforming data ofthe head or the like of the fighter C2 is obtained, it is to be notedthat the deforming data may be obtained by calculation.

(Operation of Image processed Surplus Power Display Means)

In the next place, referring to FIGS. 14 to 17, a display processing ofthe life counters LCa and LCb (see FIG. 13) of the fighters C1 and C 2and a data processing required for the display processing will bedescribed. FIG. 14 is a flowchart for an image processed surplus powerdisplay processing. FIGS. 15 to 17 are explanatory views showingexamples of the display states of the life counters LCa and LCb.Although, in FIGS. 15 to 17, the life counter LCa is only displayed, itis to be understood that the life counter LCb may be similarlydisplayed. For simplifying the explanation, the life counter-LCa is onlydisplayed and explained in FIGS. 15 to 17. In FIGS. 15 to 17, the lifecounter LCa comprises a meter M for indicating a whole surplus power, aface F as a means for displaying a remaining surplus power relative tothe whole surplus power, numerals ((1), (2), (3)) designating rounds anda display member flashed or lighted above these numerals.

Initially, when a game is started, since the whole surplus power for thefighter C1 is stored in the storing area 202C1, the main CPU201 readsdata from the storing area 202C1 (step 601).

Then, when the fighter C1 receives a punch (as an image processingprogresses) and the data concerning the life counter is lowered, inaccordance with the processing of the above mentioned step 313, the mainCPU 201 decreases the remaining surplus power based on the value (step602).

In step 603, display data is formed from the data of the meter M in theprevious step and the data of remaining surplus power. Thus, the datafor indicating the meter M is produced and the data of the remainingsurplus power relative to the whole surplus power is formed. Since thedata of the meter M is first equal to the data of the remaining surpluspower, the life counter LCa has the meter M and the face F which aredisplayed on the same position (game start (time 1)).

Then, in step 604, the main CPU 201 decides the relation of the face F(existing surplus power) relative to the meter M (whole surplus power)(step 604).

When the face F (existing surplus power) does not reach the bottom ofthe meter M (whole surplus power) (step 604; NO), the main CPU 201passes this processing. Accordingly, a display is made in such a mannerthat the remaining surplus power is simply reduced. That is, when theprocessings of steps 601 to 604 are repeated, only the face F is lowered(time t1, t2 in FIG. 15).

When the face F (existing surplus power) reaches the bottom of the meterM (whole surplus power)(step 604; YES), whether it means a third down ornot is decided in step 605. When it is not a third down (step 605; NO),the part of the numeral “1” of the life counter LCa is flashed (step606). Thus, the fighter C1 makes a first down. Further, the life counterLCa indicates the first down, so that the upper part of the numeral “1”is displayed in a flashed state and the face F is displayed in thelowermost position, as shown in (t3) of FIG. 15.

Before a referee begins to count, the main CPU 201 decreases a constantvalue from the value of the storing area 202C1 in step 607. Further, inthis step, the value of the storing area 202C1 is read, the data of aknock out avoiding point (KO) is formed or corresponding data is readfrom a memory and data displayed under a state in which the position ofthe face F is spoken from the meter M is formed. This data is displayed,so that the face F is displayed in a position separated from the meterM, as illustrated in FIG. 15 (t4). Further, as shown in the same figure,an A point is displayed in the meter M and a B point is displayed asshown by an arrow Y. This B point is shortened more than that at thetime t1 (the meter M is displayed in a short form). Then, a C point isset or determined in terms of software, so that the knock-out avoidingpoint (KO) is displayed.

Further, the physical strength of the fighter C1 is recovered inaccordance with a predetermined recovery condition. A condition forfinishing the count is that the face F reaches the A point within thecount “ten”. The C point is a forced motion generating point. Thus, asthe physical strength recovers, the remaining surplus power is recovered(step 608). Further, a display is made so as to raise the face F (step608). Thus, as shown in FIG. 15(t5), the face F of the life counter LCais raised as shown by an arrow Y. Then, when the face F enters the areaof the B point or A to B points in the count of nine (step 609), themain CPU 201 inputs a command for entering again a processing for a nextround (step 610). When the face does not enter the area of the B pointor the A to B points in the count nine (step 609; No), the main CPU 201carries out, for example, a processing of game-over (step 611).

When entering a second round, the data of the meter M is read in step601. In step 602, the remaining surplus power is reduced. When thesedata are displayed in step 603, the face F is displayed in a state wherethe face is lowered in the direction shown by an arrow Y, as illustratedin FIG. 16(6).

Then, when the steps 604 and 605 are passed and there is no remainingsurplus power, the life counter LCa indicates a second down, the upperpart of the numeral “2” is displayed in a flashed state and the face Fis displayed in the lowermost position (step 606), as illustrated inFIG. 16(t7).

Before the referee begins to count, the whole amount of the life counterLCa is decreased, the knock-out avoiding point (KO) is output and theposition of the face F is changed. Thus, as shown in FIG. 16(t8), theface F is displayed in a separate position.

Further, the physical strength of the fighter C1 recovers, the main CPU201 carries out a displaying processing for raising the face F (step608). Thus, as shown in FIG. 16(t9), the face F of the life counter LCais raised as shown by an arrow Y. Then, when the physical strength ofthe fighter C1 recovers (step 609), the main CPU 201 carries out acommand for entering again a next round (step 610).

When entering the third round, the main CPU carries out again theprocessings of the steps 601 to 604. Thus, the face F is displayed onthe display 3 a in a state in which the face is lowered in the directionshown by an arrow Y, as shown in FIG. 17 (t10).

Then, when there is no remaining amount (step 604), the life counter LCaindicates a third down, the upper part of the numeral “3” is displayedin a flashed state and the face F is displayed in the lowermostposition, as shown in FIG. 17(t11). In step 612, a game-over isdisplayed. When there is the remaining surplus power, the main CPU 201carries out no processing and passes this processing.

The processings of the image processed surplus power display means arecarried out by executing the above described processing steps. Theprocessings include a display processing for the whole surplus power bya whole surplus power display means, a display processing for theremaining surplus power relative to the whole surplus power by aremaining surplus power display means and a processing for graduallydecreasing the whole surplus power by a whole surplus power changingmeans as an image processing progresses.

Since the display processings of the life counters LCa are thosedescribed above, the game development which has an actual feeling inview of the damage or the like of the fighters C1 and C2 can be enjoyed.

In the explanation of the present embodiment, the polygon data refers togroups of data of the relative or absolute coordinates of the respectivevertexes of a polygon (polygon: mainly, rectangle or triangle) composedof a set of a plurality of vertexes.

Although, in the present embodiment, as a device to which the dataprocessor of the present invention is applied, a game device isexemplified, the data processor of the present invention is notnecessarily limited thereto, the data processor may be individuallyembodied, may be installed integrally in a simulation system or the likeand can provide an image full of a feeling like being present at anyplace with a smaller amount of computation.

The above described ROM 203 is equivalent to the above mentionedrecording medium. The ROM 203 is not only installed on the game devicemain body, but it may be, of course, newly connected and applied to thegame device from outside.

Although, in the above description, an explanation was made for athree-dimensional image processing, it is to be understood that thepresent invention may be applied to a display processing of sprite.

INDUSTRIAL APPLICABILITY

As mentioned above, according to the present invention, the number ofpolygons forming a display member is increased, when the display memberis deformed or transformed and the deformed display member is displayed.Therefore, as the invention according to claim 2, at least a part of thedisplay member is constituted of the minimum number of polygons, andwhen the part of the display member does not need to be deformed nordisplayed, the number of polygons is maintained, and when it needs to bedeformed, the number of polygons is increased. Accordingly, when thepart does not to be deformed, the extra number of polygons can beapplied to the display of other display members. Therefore, the limitednumber of polygons can be effectively used.

Further, the number of polygons is increased, and thus, such adeformation can be displayed or a more specifically deformed image canbe formed. Still further, when the display member does not need to bedeformed, an image processing load can be decreased, and the displaymember can be constituted of many polygons as required and variousdisplaying manner can be realized.

Further, according to the present invention, a part of the displaymember is formed in the shape of a polyhedron each face of which iscomposed of one polygon, and each face of the polyhedron is increased tobe composed of a plurality of polygons, when a part of the displaymember is deformed and the deformed display member is displayed.Therefore, the number of polygons can be reduced as many as possible byforming a simply polyhedron, and when the polyhedron needs to bedeformed and displayed, the number of polygons of each face is increasedand various displays can be achieved.

Still further, according to the present invention, the display membercomprises first and second characters respectively simulating the body,the collision of the head of the first character with the secondcharacter is decided, so that a case in which the head needs to bedeformed is assuredly grasped, the head of the first character is formedin the shape of a hexahedron each face of which is composed of onepolygon, and further, when the decision of collision is affirmed, thenumber of polygons of each face of the hexahedron is increased so thatthe deformation of the head can be displayed. Therefore, the display canbe diversified.

Still further, according to the present invention, each face of the headof the character is formed in a rectangular shape which can be composedof one polygon, so that the number of polygons of each face of the headcan be minimized, when the deformation of the head is not needed.

Still further, according to the present invention, a whole surplus poweris gradually decreased as the image processing progresses so that theresult of the image processing influences a surplus power for the imageprocessing. The whole surplus power is gradually decreased, so that adamage actually accumulated on the display member can be accuratelyreproduced upon image processing in, for example, a fighting game, andthe image processing filled with a realistic sense can be provided.

Further, according to the present invention, since values obtained bygradually decreasing the whole surplus power are stored in a storingmeans, and the whole surplus powers corresponding to the values aregradually read from the storing means in accordance with an imageprocessing state, the whole surplus power can be assuredly changeddepending on the image processing state and a game atmosphere full of,for example, a sense of reality can be provided.

Still further, according to the present invention, the whole surpluspower for the image processing is supplied as a life count value to thecharacter as the display member and an audience can previously know theresidual life of the character which can be controlled by himself orherself, for example, a game atmosphere full of a sense of reality canbe enjoyed.

Still further., according to the present invention, since the displaymember is constituted of polygons, and a part of the polygons of thedisplay member located in the front side of a viewpoint is perspectivelyor transparently processed, when the image of the display member viewedfrom a predetermined viewpoint is formed, the display member in thefront side can be perspectively or transparently seen by an operator.Thus, even when the display member is formed in a three-dimensionalcoordinate system, an ensured operation and an image processingatmosphere full of a sense of reality can be realized, while the displaymember of an opponent side and the display member of an operator orplayer side are simultaneously recognized.

Still further, according to the present invention, the above mentionedperspective or transparent display is effectively realized by a meshprocessing. Further, since whether an operation according to apredetermined rule like a rule in the case of a fighting game is inputto an operating means or not is decided and the degree of an imageprocessing which is applied to the display member is suppressed, theoperation of the operating means which does not meet the predeterminedrule can be prevented and an image processing atmosphere like a gameatmosphere full of a sense of reality can be provided.

Additionally, according to the present invention, a display means andthe above mentioned image processor are provided, so that a game andplay in which an effective image processing can be done can be provided,when a play simulating a reality such as a fighting game is achieved.

1-31. (Cancelled)
 32. An image processing device comprising: operatingmeans (4 a) for outputting an operating signal which operates a displaymember (C1) displayed on display means; image processing means (20 a)for carrying out an image processing for displaying said display memberon said display means based on said operating signal; and imaging means(21 a) for generating an imaging signal based on the result of saidimage processing from said image processing means and outputting saidimaging signal onto display means, characterised in that said imageprocessing means (20 a) comprises polygon forming means for forming saiddisplay member with a number of polygons image forming means for formingan image of said display member as viewed from a predeterminedviewpoint, and perspective processing means for perspectively processingso as to render transparent a part of the display member, which isoperated by a player, on the front side of said viewpoint.
 33. An imageprocessing device according to claim 1, wherein said perspectiveprocessing means applies a mesh processing to a relevant polygon.
 34. Animage processing method using an image processing device comprising:carrying out an image processing for displaying a display member ondisplay means based on an operating signal from operating means whichoutputs said operating signal for operating said display memberdisplayed on said display means; generating an imaging signal based onthe result of said image processing; and outputting said imaging signalto said display means, characterised in that said image processing formssaid display member with a number of polygons and forms an image of saiddisplay member as viewed from a predetermined viewpoint, and includesperspective processing so as to render transparent a part of the displaymember, which is operated by a player, on the front side of saidviewpoint.
 35. An image processing method according to claim 3, whereinsaid image processing is performed so as to form said display member asa character existing in virtual space, and to move and display saidcharacter based on said operating signal input from operating means, themethod including: displaying said character operated by a player and anopponent character on the display means; and making a judgment as towhether said character and said opponent character are in a fightablestate; and wherein said perspective processing is carried out when saidcharacter and opponent character are judged to be in said fightablestate.
 36. An image processing method according to claim 4, wherein saidviewpoint is changed within said virtual space and said character andopponent character are judged to be in said fightable state when saidviewpoint reaches a predetermined position.
 37. An image processingdevice comprising: operating means (4 a) for outputting an operatingsignal which operates a display member displayed on display means; imageprocessing means (20 a) for carrying out an image processing fordisplaying said display member on said display means based on saidoperating signal; and imaging means (21 a) for generating an imagingsignal based on the result of said image processing from said imageprocessing means and outputting said imaging signal onto said displaymeans, characterised in that said image processing means is arranged toincrease the number of polygons forming said display member when saiddisplay member is deformed and displayed.
 38. An image processing deviceaccording to claim 6, wherein said image processing means (20 a)comprises: polygon forming means for forming at least one part of saiddisplay member with a minimum number of polygons; polygon numberincreasing means for increasing a number of polygons forming the onepart when the one part of the display member constituted of the minimumnumber of polygons is deformed and displayed; and deformation processingmeans for carrying out an image processing for displaying thedeformation of the one part of said display member formed by the minimumnumber of polygons based on the increased number of polygons.
 39. Animage processing device according to claim 7, wherein said polygonforming means comprises first means for forming the one part of saiddisplay member with a polyhedron, each face of which is constituted ofone polygon, and wherein said polygon number increasing means comprisessecond means for increasing the number of polygons in each face into aplural number of polygons.
 40. An image processing device according toclaim 7, wherein said image processing means comprises collisiondeciding means for forming said display member so as to comprise a firstcharacter and a second character, each of which simulates a body, andfor deciding a collision between said first character and said secondcharacter, and wherein said polygon forming means forms a head of saidfirst character with a hexahedron, each face of which is constituted ofone polygon, said polygon number increasing means increases the numberof polygons in each face of said hexahedron when the decision ofcollision by said collision deciding means is affirmed and saiddeformation processing means carries out an image processing fordeforming said head based on the increased number of polygons.
 41. Aimage processing device according to claim 9, wherein each face of saidhead is formed in a rectangular shape.
 42. An image processing deviceaccording to claim 1, wherein said perspective processing means isarranged to perspectively process a said part of said display member(C1) which overlaps with another display member (C2).
 43. An imageprocessing device according to claim 11, wherein said perspectiveprocessing means is arranged to apply a mesh processing to a relevantpolygon corresponding to said part of said display member.
 44. An imageprocessing method according to claim 3, wherein said perspectiveprocessing is applied to a part of the display member (C1) whichoverlaps with another display member (C2).
 45. An image processingdevice according to claim 6, wherein said image processing meanscomprises collision deciding means for deciding a collision betweenfirst and second characters forming the display member, a transformingsignal output means for outputting a transforming signal fortransforming at least one said character by deformation thereof when acollision is decided, and a polgon increasing means for increasing thenumber of polygons forming the character to be transformed, based on thetransforming signal.
 46. A game machine having a display means and animage processing device according to any of claims 1, 2, 6 to 12 and 14.47. A recording medium which stores a program for executing therespective means according to any of claims 1, 2, 6 to 12 and 14 by acomputer.